本文整理汇总了C++中Sk3DView::rotateX方法的典型用法代码示例。如果您正苦于以下问题:C++ Sk3DView::rotateX方法的具体用法?C++ Sk3DView::rotateX怎么用?C++ Sk3DView::rotateX使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Sk3DView
的用法示例。
在下文中一共展示了Sk3DView::rotateX方法的7个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: onDrawContent
virtual void onDrawContent(SkCanvas* canvas) {
canvas->translate(this->width()/2, this->height()/2);
Sk3DView view;
view.rotateX(fRX);
view.rotateY(fRY);
view.applyToCanvas(canvas);
SkPaint paint;
if (fShaders.count() > 0) {
bool frontFace = view.dotWithNormal(0, 0, SK_Scalar1) < 0;
if (frontFace != fFrontFace) {
fFrontFace = frontFace;
fShaderIndex = (fShaderIndex + 1) % fShaders.count();
}
paint.setAntiAlias(true);
paint.setShader(fShaders[fShaderIndex]);
paint.setFilterLevel(SkPaint::kLow_FilterLevel);
SkRect r = { -150, -150, 150, 150 };
canvas->drawRoundRect(r, 30, 30, paint);
}
fRY += SampleCode::GetAnimSecondsDelta() * 90;
if (fRY >= SkIntToScalar(360)) {
fRY = 0;
}
this->inval(NULL);
}
示例2: Camera_rotate
static void Camera_rotate(JNIEnv* env, jobject obj, jfloat x, jfloat y, jfloat z) {
jlong viewHandle = env->GetLongField(obj, gNativeInstanceFieldID);
Sk3DView* v = reinterpret_cast<Sk3DView*>(viewHandle);
v->rotateX(x);
v->rotateY(y);
v->rotateZ(z);
}
示例3: onDraw
virtual void onDraw(SkCanvas* canvas)
{
this->drawBG(canvas);
canvas->translate(this->width()/2, this->height()/2);
Sk3DView view;
view.rotateX(SkIntToScalar(fRX));
view.rotateY(SkIntToScalar(fRY));
view.applyToCanvas(canvas);
SkPaint paint;
SkScalar rad = SkIntToScalar(50);
SkScalar dim = rad*2;
if (view.dotWithNormal(0, 0, SK_Scalar1) < 0) {
paint.setColor(SK_ColorRED);
}
paint.setAntiAlias(true);
#if 0
SkEmbossMaskFilter::Light light;
light.fDirection[0] = SK_Scalar1;
light.fDirection[1] = SK_Scalar1;
light.fDirection[2] = SK_Scalar1;
light.fAmbient = 180;
light.fSpecular = 16 * 2;
paint.setMaskFilter(new SkEmbossMaskFilter(light, SkIntToScalar(4)));
#endif
canvas->drawCircle(0, 0, rad, paint);
canvas->drawCircle(-dim, -dim, rad, paint);
canvas->drawCircle(-dim, dim, rad, paint);
canvas->drawCircle( dim, -dim, rad, paint);
canvas->drawCircle( dim, dim, rad, paint);
fRY += 1;
if (fRY >= 360)
fRY = 0;
this->inval(NULL);
}
示例4: onDraw
virtual void onDraw(SkCanvas* canvas) {
this->drawBG(canvas);
canvas->translate(this->width()/2, this->height()/2);
Sk3DView view;
view.rotateX(fRX);
view.rotateY(fRY);
view.applyToCanvas(canvas);
SkPaint paint;
SkScalar rad = SkIntToScalar(50);
SkScalar dim = rad*2;
if (fShaders.count() > 0) {
bool frontFace = view.dotWithNormal(0, 0, SK_Scalar1) < 0;
if (frontFace != fFrontFace) {
fFrontFace = frontFace;
fShaderIndex = (fShaderIndex + 1) % fShaders.count();
}
paint.setAntiAlias(true);
paint.setShader(fShaders[fShaderIndex]);
#if 0
canvas->drawCircle(0, 0, rad, paint);
canvas->drawCircle(-dim, -dim, rad, paint);
canvas->drawCircle(-dim, dim, rad, paint);
canvas->drawCircle( dim, -dim, rad, paint);
canvas->drawCircle( dim, dim, rad, paint);
#else
SkRect r = { -150, -150, 150, 150 };
canvas->drawRoundRect(r, 30, 30, paint);
#endif
}
fRY += SampleCode::GetAnimSecondsDelta() * 90;
if (fRY >= SkIntToScalar(360)) {
fRY = 0;
}
this->inval(NULL);
}
示例5: onDrawContent
virtual void onDrawContent(SkCanvas* canvas) {
canvas->translate(this->width()/2, this->height()/2);
Sk3DView view;
view.rotateX(fRX);
view.rotateY(fRY);
view.applyToCanvas(canvas);
SkPaint paint;
if (fShaders.count() > 0) {
bool frontFace = view.dotWithNormal(0, 0, SK_Scalar1) < 0;
if (frontFace != fFrontFace) {
fFrontFace = frontFace;
fShaderIndex = (fShaderIndex + 1) % fShaders.count();
}
paint.setAntiAlias(true);
paint.setShader(fShaders[fShaderIndex]);
paint.setFilterQuality(kLow_SkFilterQuality);
SkRect r = { -150, -150, 150, 150 };
canvas->drawRoundRect(r, 30, 30, paint);
}
}
示例6: Camera_rotateX
static void Camera_rotateX(JNIEnv* env, jobject obj, jfloat degrees) {
jlong viewHandle = env->GetLongField(obj, gNativeInstanceFieldID);
Sk3DView* v = reinterpret_cast<Sk3DView*>(viewHandle);
v->rotateX(degrees);
}
示例7: Camera_rotateX
static void Camera_rotateX(JNIEnv* env, jobject obj, float degrees) {
Sk3DView* v = (Sk3DView*)env->GetIntField(obj, gNativeInstanceFieldID);
v->rotateX(SkFloatToScalar(degrees));
}